Grid Placement

Guides

Welcome to the GridPlacement 5.1 documentation. These guides focus on the GDScript-based runtime and how to effectively wire your game systems to the addon.

⚠️
Object Placement Only
GridPlacement 5.1 is designed for **Object Placement** (placing scenes/nodes on a grid). It does **not** currently support native TileMap tile placement. Tile placement is being considered as a future feature for the 6.0+ C# architecture.

🚀 Getting Started

Installation

Install and enable the GridPlacement 5.1 GDScript addon in your Godot project.

Quick Start

Minimal setup to verify the GridPlacement 5.1 addon is working.

Placing a Placeable Scene

Step-by-step guide to configuring and placing objects on the grid.

⚙️ Architecture & Flow

Architecture Overview

Understand the high-level design of the 5.1 system and its core components.

Architecture Flow

Deep dive into the Nodes → Workflows → Services → State flow.

Entry Points & Data Flow

How your scene drives the runtime and how data flows through the system.

Runtime Chain

Trace the execution from Nodes to Workflows, Services, and State.

🏗️ System Design

User Scope Root & Lifetime

Manage object lifetimes and scoping within the grid building context.

Integration Guide

Recommended patterns for wiring composition, input, and effects.

🔮 Future Considerations (6.0+)

While 5.1 focuses on robust object placement, the 6.0 C# architecture opens doors for expanded grid capabilities:

  • Tile Placement: Native support for placing and managing TileMap tiles alongside objects.
  • Enhanced Performance: C# core for complex grid calculations and large-scale environments.
  • Unified API: A more consistent interface between GDScript and C# systems.

🔄 Maintenance & Reference

Breaking Changes

All version-to-version breaking changes and upgrade notes for the 5.1 line.

API Reference

Complete API documentation for all 5.1 GDScript classes.


🤝 Need Help?